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check that the target can be built or repaired inside the canRepair function
This was SVN commit r17685.
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@@ -1395,14 +1395,14 @@ UnitAI.prototype.UnitFsmSpec = {
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{
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if (this.CanHeal(this.isGuardOf))
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this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
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else if (this.CanRepair(this.isGuardOf) && cmpHealth.IsRepairable())
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else if (this.CanRepair(this.isGuardOf))
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this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
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return;
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}
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// if the attacker is a building and we can repair the guarded, repair it rather than attacking
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var cmpBuildingAI = Engine.QueryInterface(msg.data.attacker, IID_BuildingAI);
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if (cmpBuildingAI && this.CanRepair(this.isGuardOf) && cmpHealth.IsRepairable())
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if (cmpBuildingAI && this.CanRepair(this.isGuardOf))
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{
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this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
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return;
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@@ -1642,7 +1642,7 @@ UnitAI.prototype.UnitFsmSpec = {
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{
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if (this.CanHeal(this.isGuardOf))
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this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
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else if (this.CanRepair(this.isGuardOf) && cmpHealth.IsRepairable())
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else if (this.CanRepair(this.isGuardOf))
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this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
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}
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}
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@@ -5783,6 +5783,12 @@ UnitAI.prototype.CanRepair = function(target)
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if (!cmpBuilder)
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return false;
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// Verify that the target can be either built or repaired
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var cmpFoundation = Engine.QueryInterface(target, IID_Foundation);
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var cmpRepairable = Engine.QueryInterface(target, IID_Repairable);
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if (!cmpFoundation && !cmpRepairable)
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return false;
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// Verify that the target is owned by an ally of this entity's player
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var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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return cmpOwnership && IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target);
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